// // Copyright (c) 2012 The ANGLE Project Authors. All rights reserved. // Use of this source code is governed by a BSD-style license that can be // found in the LICENSE file. // // InputLayoutCache.cpp: Defines InputLayoutCache, a class that builds and caches // D3D11 input layouts. #include "libANGLE/renderer/d3d/d3d11/InputLayoutCache.h" #include "common/bitset_utils.h" #include "common/utilities.h" #include "libANGLE/Context.h" #include "libANGLE/Program.h" #include "libANGLE/VertexArray.h" #include "libANGLE/VertexAttribute.h" #include "libANGLE/renderer/d3d/IndexDataManager.h" #include "libANGLE/renderer/d3d/ProgramD3D.h" #include "libANGLE/renderer/d3d/VertexDataManager.h" #include "libANGLE/renderer/d3d/d3d11/Buffer11.h" #include "libANGLE/renderer/d3d/d3d11/Context11.h" #include "libANGLE/renderer/d3d/d3d11/Renderer11.h" #include "libANGLE/renderer/d3d/d3d11/ShaderExecutable11.h" #include "libANGLE/renderer/d3d/d3d11/VertexArray11.h" #include "libANGLE/renderer/d3d/d3d11/VertexBuffer11.h" #include "libANGLE/renderer/d3d/d3d11/formatutils11.h" namespace rx { namespace { size_t GetReservedBufferCount(bool usesPointSpriteEmulation) { return usesPointSpriteEmulation ? 1 : 0; } GLenum GetGLSLAttributeType(const std::vector &shaderAttributes, size_t index) { // Count matrices differently for (const sh::Attribute &attrib : shaderAttributes) { if (attrib.location == -1) { continue; } GLenum transposedType = gl::TransposeMatrixType(attrib.type); int rows = gl::VariableRowCount(transposedType); int intIndex = static_cast(index); if (intIndex >= attrib.location && intIndex < attrib.location + rows) { return transposedType; } } UNREACHABLE(); return GL_NONE; } struct PackedAttribute { uint8_t attribType; uint8_t semanticIndex; uint8_t vertexFormatType; uint8_t divisor; }; } // anonymous namespace PackedAttributeLayout::PackedAttributeLayout() : numAttributes(0), flags(0), attributeData({}) { } PackedAttributeLayout::PackedAttributeLayout(const PackedAttributeLayout &other) = default; void PackedAttributeLayout::addAttributeData(GLenum glType, UINT semanticIndex, gl::VertexFormatType vertexFormatType, unsigned int divisor) { gl::AttributeType attribType = gl::GetAttributeType(glType); PackedAttribute packedAttrib; packedAttrib.attribType = static_cast(attribType); packedAttrib.semanticIndex = static_cast(semanticIndex); packedAttrib.vertexFormatType = static_cast(vertexFormatType); packedAttrib.divisor = static_cast(divisor); ASSERT(static_cast(packedAttrib.attribType) == attribType); ASSERT(static_cast(packedAttrib.semanticIndex) == semanticIndex); ASSERT(static_cast(packedAttrib.vertexFormatType) == vertexFormatType); ASSERT(static_cast(packedAttrib.divisor) == divisor); static_assert(sizeof(uint32_t) == sizeof(PackedAttribute), "PackedAttributes must be 32-bits exactly."); attributeData[numAttributes++] = gl::bitCast(packedAttrib); } bool PackedAttributeLayout::operator==(const PackedAttributeLayout &other) const { return (numAttributes == other.numAttributes) && (flags == other.flags) && (attributeData == other.attributeData); } InputLayoutCache::InputLayoutCache() : mLayoutCache(kDefaultCacheSize * 2), mPointSpriteVertexBuffer(), mPointSpriteIndexBuffer() { } InputLayoutCache::~InputLayoutCache() { } void InputLayoutCache::clear() { mLayoutCache.Clear(); mPointSpriteVertexBuffer.reset(); mPointSpriteIndexBuffer.reset(); } gl::Error InputLayoutCache::applyVertexBuffers( const gl::Context *context, const std::vector ¤tAttributes, GLenum mode, GLint start, bool isIndexedRendering) { Renderer11 *renderer = GetImplAs(context)->getRenderer(); const gl::State &state = context->getGLState(); auto *stateManager = renderer->getStateManager(); gl::Program *program = state.getProgram(); ProgramD3D *programD3D = GetImplAs(program); bool programUsesInstancedPointSprites = programD3D->usesPointSize() && programD3D->usesInstancedPointSpriteEmulation(); bool instancedPointSpritesActive = programUsesInstancedPointSprites && (mode == GL_POINTS); // Note that if we use instance emulation, we reserve the first buffer slot. size_t reservedBuffers = GetReservedBufferCount(programUsesInstancedPointSprites); for (size_t attribIndex = 0; attribIndex < (gl::MAX_VERTEX_ATTRIBS - reservedBuffers); ++attribIndex) { ID3D11Buffer *buffer = nullptr; UINT vertexStride = 0; UINT vertexOffset = 0; if (attribIndex < currentAttributes.size()) { const auto &attrib = *currentAttributes[attribIndex]; Buffer11 *bufferStorage = attrib.storage ? GetAs(attrib.storage) : nullptr; // If indexed pointsprite emulation is active, then we need to take a less efficent code path. // Emulated indexed pointsprite rendering requires that the vertex buffers match exactly to // the indices passed by the caller. This could expand or shrink the vertex buffer depending // on the number of points indicated by the index list or how many duplicates are found on the index list. if (bufferStorage == nullptr) { ASSERT(attrib.vertexBuffer.get()); buffer = GetAs(attrib.vertexBuffer.get())->getBuffer().get(); } else if (instancedPointSpritesActive && isIndexedRendering) { VertexArray11 *vao11 = GetImplAs(state.getVertexArray()); ASSERT(vao11->isCachedIndexInfoValid()); TranslatedIndexData *indexInfo = vao11->getCachedIndexInfo(); if (indexInfo->srcIndexData.srcBuffer != nullptr) { const uint8_t *bufferData = nullptr; ANGLE_TRY(indexInfo->srcIndexData.srcBuffer->getData(context, &bufferData)); ASSERT(bufferData != nullptr); ptrdiff_t offset = reinterpret_cast(indexInfo->srcIndexData.srcIndices); indexInfo->srcIndexData.srcBuffer = nullptr; indexInfo->srcIndexData.srcIndices = bufferData + offset; } ANGLE_TRY_RESULT(bufferStorage->getEmulatedIndexedBuffer( context, &indexInfo->srcIndexData, attrib, start), buffer); } else { ANGLE_TRY_RESULT( bufferStorage->getBuffer(context, BUFFER_USAGE_VERTEX_OR_TRANSFORM_FEEDBACK), buffer); } vertexStride = attrib.stride; ANGLE_TRY_RESULT(attrib.computeOffset(start), vertexOffset); } size_t bufferIndex = reservedBuffers + attribIndex; stateManager->queueVertexBufferChange(bufferIndex, buffer, vertexStride, vertexOffset); } // Instanced PointSprite emulation requires two additional ID3D11Buffers. A vertex buffer needs // to be created and added to the list of current buffers, strides and offsets collections. // This buffer contains the vertices for a single PointSprite quad. // An index buffer also needs to be created and applied because rendering instanced data on // D3D11 FL9_3 requires DrawIndexedInstanced() to be used. Shaders that contain gl_PointSize and // used without the GL_POINTS rendering mode require a vertex buffer because some drivers cannot // handle missing vertex data and will TDR the system. if (programUsesInstancedPointSprites) { const UINT pointSpriteVertexStride = sizeof(float) * 5; if (!mPointSpriteVertexBuffer.valid()) { static const float pointSpriteVertices[] = { // Position // TexCoord -1.0f, -1.0f, 0.0f, 0.0f, 1.0f, -1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, -1.0f, 0.0f, 1.0f, 1.0f, -1.0f, -1.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 0.0f, 1.0f, 0.0f, }; D3D11_SUBRESOURCE_DATA vertexBufferData = { pointSpriteVertices, 0, 0 }; D3D11_BUFFER_DESC vertexBufferDesc; vertexBufferDesc.ByteWidth = sizeof(pointSpriteVertices); vertexBufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER; vertexBufferDesc.Usage = D3D11_USAGE_IMMUTABLE; vertexBufferDesc.CPUAccessFlags = 0; vertexBufferDesc.MiscFlags = 0; vertexBufferDesc.StructureByteStride = 0; ANGLE_TRY(renderer->allocateResource(vertexBufferDesc, &vertexBufferData, &mPointSpriteVertexBuffer)); } // Set the stride to 0 if GL_POINTS mode is not being used to instruct the driver to avoid // indexing into the vertex buffer. UINT stride = instancedPointSpritesActive ? pointSpriteVertexStride : 0; stateManager->queueVertexBufferChange(0, mPointSpriteVertexBuffer.get(), stride, 0); if (!mPointSpriteIndexBuffer.valid()) { // Create an index buffer and set it for pointsprite rendering static const unsigned short pointSpriteIndices[] = { 0, 1, 2, 3, 4, 5, }; D3D11_SUBRESOURCE_DATA indexBufferData = { pointSpriteIndices, 0, 0 }; D3D11_BUFFER_DESC indexBufferDesc; indexBufferDesc.ByteWidth = sizeof(pointSpriteIndices); indexBufferDesc.BindFlags = D3D11_BIND_INDEX_BUFFER; indexBufferDesc.Usage = D3D11_USAGE_IMMUTABLE; indexBufferDesc.CPUAccessFlags = 0; indexBufferDesc.MiscFlags = 0; indexBufferDesc.StructureByteStride = 0; ANGLE_TRY(renderer->allocateResource(indexBufferDesc, &indexBufferData, &mPointSpriteIndexBuffer)); } if (instancedPointSpritesActive) { // The index buffer is applied here because Instanced PointSprite emulation uses the a // non-indexed rendering path in ANGLE (DrawArrays). This means that applyIndexBuffer() // on the renderer will not be called and setting this buffer here ensures that the // rendering path will contain the correct index buffers. stateManager->setIndexBuffer(mPointSpriteIndexBuffer.get(), DXGI_FORMAT_R16_UINT, 0); } } stateManager->applyVertexBufferChanges(); return gl::NoError(); } gl::Error InputLayoutCache::updateVertexOffsetsForPointSpritesEmulation( Renderer11 *renderer, const std::vector ¤tAttributes, GLint startVertex, GLsizei emulatedInstanceId) { auto *stateManager = renderer->getStateManager(); size_t reservedBuffers = GetReservedBufferCount(true); for (size_t attribIndex = 0; attribIndex < currentAttributes.size(); ++attribIndex) { const auto &attrib = *currentAttributes[attribIndex]; size_t bufferIndex = reservedBuffers + attribIndex; if (attrib.divisor > 0) { unsigned int offset = 0; ANGLE_TRY_RESULT(attrib.computeOffset(startVertex), offset); offset += (attrib.stride * (emulatedInstanceId / attrib.divisor)); stateManager->queueVertexOffsetChange(bufferIndex, offset); } } stateManager->applyVertexBufferChanges(); return gl::NoError(); } gl::Error InputLayoutCache::updateInputLayout( Renderer11 *renderer, const gl::State &state, const std::vector ¤tAttributes, GLenum mode, const AttribIndexArray &sortedSemanticIndices, const DrawCallVertexParams &vertexParams) { gl::Program *program = state.getProgram(); const auto &shaderAttributes = program->getAttributes(); PackedAttributeLayout layout; ProgramD3D *programD3D = GetImplAs(program); bool programUsesInstancedPointSprites = programD3D->usesPointSize() && programD3D->usesInstancedPointSpriteEmulation(); bool instancedPointSpritesActive = programUsesInstancedPointSprites && (mode == GL_POINTS); if (programUsesInstancedPointSprites) { layout.flags |= PackedAttributeLayout::FLAG_USES_INSTANCED_SPRITES; } if (instancedPointSpritesActive) { layout.flags |= PackedAttributeLayout::FLAG_INSTANCED_SPRITES_ACTIVE; } if (vertexParams.instances() > 0) { layout.flags |= PackedAttributeLayout::FLAG_INSTANCED_RENDERING_ACTIVE; } const auto &attribs = state.getVertexArray()->getVertexAttributes(); const auto &bindings = state.getVertexArray()->getVertexBindings(); const auto &locationToSemantic = programD3D->getAttribLocationToD3DSemantics(); int divisorMultiplier = program->usesMultiview() ? program->getNumViews() : 1; for (size_t attribIndex : program->getActiveAttribLocationsMask()) { // Record the type of the associated vertex shader vector in our key // This will prevent mismatched vertex shaders from using the same input layout GLenum glslElementType = GetGLSLAttributeType(shaderAttributes, attribIndex); const auto &attrib = attribs[attribIndex]; const auto &binding = bindings[attrib.bindingIndex]; int d3dSemantic = locationToSemantic[attribIndex]; const auto ¤tValue = state.getVertexAttribCurrentValue(static_cast(attribIndex)); gl::VertexFormatType vertexFormatType = gl::GetVertexFormatType(attrib, currentValue.Type); layout.addAttributeData(glslElementType, d3dSemantic, vertexFormatType, binding.getDivisor() * divisorMultiplier); } const d3d11::InputLayout *inputLayout = nullptr; if (layout.numAttributes > 0 || layout.flags != 0) { auto it = mLayoutCache.Get(layout); if (it != mLayoutCache.end()) { inputLayout = &it->second; } else { angle::TrimCache(mLayoutCache.max_size() / 2, kGCLimit, "input layout", &mLayoutCache); d3d11::InputLayout newInputLayout; ANGLE_TRY(createInputLayout(renderer, sortedSemanticIndices, currentAttributes, mode, program, vertexParams, &newInputLayout)); auto insertIt = mLayoutCache.Put(layout, std::move(newInputLayout)); inputLayout = &insertIt->second; } } renderer->getStateManager()->setInputLayout(inputLayout); return gl::NoError(); } gl::Error InputLayoutCache::createInputLayout( Renderer11 *renderer, const AttribIndexArray &sortedSemanticIndices, const std::vector ¤tAttributes, GLenum mode, gl::Program *program, const DrawCallVertexParams &vertexParams, d3d11::InputLayout *inputLayoutOut) { ProgramD3D *programD3D = GetImplAs(program); auto featureLevel = renderer->getRenderer11DeviceCaps().featureLevel; bool programUsesInstancedPointSprites = programD3D->usesPointSize() && programD3D->usesInstancedPointSpriteEmulation(); unsigned int inputElementCount = 0; std::array inputElements; for (size_t attribIndex = 0; attribIndex < currentAttributes.size(); ++attribIndex) { const auto &attrib = *currentAttributes[attribIndex]; const int sortedIndex = sortedSemanticIndices[attribIndex]; D3D11_INPUT_CLASSIFICATION inputClass = attrib.divisor > 0 ? D3D11_INPUT_PER_INSTANCE_DATA : D3D11_INPUT_PER_VERTEX_DATA; const auto &vertexFormatType = gl::GetVertexFormatType(*attrib.attribute, attrib.currentValueType); const auto &vertexFormatInfo = d3d11::GetVertexFormatInfo(vertexFormatType, featureLevel); auto *inputElement = &inputElements[inputElementCount]; inputElement->SemanticName = "TEXCOORD"; inputElement->SemanticIndex = sortedIndex; inputElement->Format = vertexFormatInfo.nativeFormat; inputElement->InputSlot = static_cast(attribIndex); inputElement->AlignedByteOffset = 0; inputElement->InputSlotClass = inputClass; inputElement->InstanceDataStepRate = attrib.divisor; inputElementCount++; } // Instanced PointSprite emulation requires additional entries in the // inputlayout to support the vertices that make up the pointsprite quad. // We do this even if mode != GL_POINTS, since the shader signature has these inputs, and the // input layout must match the shader if (programUsesInstancedPointSprites) { // On 9_3, we must ensure that slot 0 contains non-instanced data. // If slot 0 currently contains instanced data then we swap it with a non-instanced element. // Note that instancing is only available on 9_3 via ANGLE_instanced_arrays, since 9_3 // doesn't support OpenGL ES 3.0. // As per the spec for ANGLE_instanced_arrays, not all attributes can be instanced // simultaneously, so a non-instanced element must exist. GLsizei numIndicesPerInstance = 0; if (vertexParams.instances() > 0) { // This may trigger an evaluation of the index range. numIndicesPerInstance = vertexParams.vertexCount(); } for (size_t elementIndex = 0; elementIndex < inputElementCount; ++elementIndex) { // If rendering points and instanced pointsprite emulation is being used, the // inputClass is required to be configured as per instance data if (mode == GL_POINTS) { inputElements[elementIndex].InputSlotClass = D3D11_INPUT_PER_INSTANCE_DATA; inputElements[elementIndex].InstanceDataStepRate = 1; if (numIndicesPerInstance > 0 && currentAttributes[elementIndex]->divisor > 0) { inputElements[elementIndex].InstanceDataStepRate = numIndicesPerInstance; } } inputElements[elementIndex].InputSlot++; } inputElements[inputElementCount].SemanticName = "SPRITEPOSITION"; inputElements[inputElementCount].SemanticIndex = 0; inputElements[inputElementCount].Format = DXGI_FORMAT_R32G32B32_FLOAT; inputElements[inputElementCount].InputSlot = 0; inputElements[inputElementCount].AlignedByteOffset = 0; inputElements[inputElementCount].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA; inputElements[inputElementCount].InstanceDataStepRate = 0; inputElementCount++; inputElements[inputElementCount].SemanticName = "SPRITETEXCOORD"; inputElements[inputElementCount].SemanticIndex = 0; inputElements[inputElementCount].Format = DXGI_FORMAT_R32G32_FLOAT; inputElements[inputElementCount].InputSlot = 0; inputElements[inputElementCount].AlignedByteOffset = sizeof(float) * 3; inputElements[inputElementCount].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA; inputElements[inputElementCount].InstanceDataStepRate = 0; inputElementCount++; } ShaderExecutableD3D *shader = nullptr; ANGLE_TRY(programD3D->getVertexExecutableForCachedInputLayout(&shader, nullptr)); ShaderExecutableD3D *shader11 = GetAs(shader); InputElementArray inputElementArray(inputElements.data(), inputElementCount); ShaderData vertexShaderData(shader11->getFunction(), shader11->getLength()); ANGLE_TRY(renderer->allocateResource(inputElementArray, &vertexShaderData, inputLayoutOut)); return gl::NoError(); } void InputLayoutCache::setCacheSize(size_t newCacheSize) { // Forces a reset of the cache. LayoutCache newCache(newCacheSize); mLayoutCache.Swap(newCache); } } // namespace rx